Ideas, Requests, and Feedback

I really don't understand how Liberation is supposed to work: is it perhaps broken, or not properly functioning? It seems every game has some civilization summoning Taranis, which is spawned always near my borders -then proceding to turn the world into a Frozen wasteland. It's very annoying, since the Frozen capital is also extremely well defended, making an early blitz impossible.

I realize Taranis can be turned off with a "custom game" option, but in normal games he -always- makes an appearance which, quite frankly, I cannot find any reason for: game-wise, I find it incredibly annoying (his blizzards can cripple and entire civilization, and can turn even Malakims deserts into tundra); lore-wise, it seems he is spawned after a ritual that can be completed by ANY civ, not only by those following the white hand. Does the player completing the ritual gain some bonus?

I believe that in 1.31 only WH civs will be able to build Liberation and that you get a few Ice Elementals (Golems?) as reward.

@val:
a little imrovement could be more options to be set on a custom game:
  • no events ( for a oos-free lan game :mad: )
    disabling ranged attacs ( for a oos-free lan game :mad: )
    maybe a ( optional) reduction of the savages ( many times i am wiped out < turn 20) :D
    more map types ( my rife installation had only 2 maptypes..so i copied the older ones from other mod (ffhbased) to my rife folder :p
    a limitation to traderoutes...somewhat overpowered later in the game
btw: is rife the only ffhmod beinig developed any further ??? :confused:

Ranged attacks don't cause OOS any more and I have never experience OOSs from events. The only major reason for OOSs are cityspells. (BTW, has this been fixed already?)
And the Rife launcher allows you to activate the usual maps, their just deactivated be default because they don't have all the features the "official" maps have. Also the AI can't handle some of them (read Erebus).

There are 3 major FFH mods atm, Orbis, Rife and Masters of Mana (formerly known as Wildmana). I believe Orbis' creator is focusing on its successor for Civ V but both Rife and MoM and still being actively developed.
 
@val:
a little imrovement could be more options to be set on a custom game:
  • no events ( for a oos-free lan game :mad: )
    disabling ranged attacs ( for a oos-free lan game :mad: )
    maybe a ( optional) reduction of the savages ( many times i am wiped out < turn 20) :D
    more map types ( my rife installation had only 2 maptypes..so i copied the older ones from other mod (ffhbased) to my rife folder :p
    a limitation to traderoutes...somewhat overpowered later in the game
btw: is rife the only ffhmod beinig developed any further ??? :confused:

  • Event OOS? As far as I know, they do not cause OOS.
  • Ranged attacks do not cause OOS anymore.
  • This one is possible; IIRC right now there is raging, or off. A weak form may be a good idea.
  • More maps can be activated at any time via the launcher (hit Manage Mapscripts); All standard maps should be contained in the inactive maps folder. They simply lack certain functions that the official maps have.
  • A limitation to traderoutes how? Not likely to happen.

And no, Wild Mana (Master of Mana) is also actively developed, as are several of the smaller mods (Naval Mod and FfH Vinegar).

I really don't understand how Liberation is supposed to work: is it perhaps broken, or not properly functioning? It seems every game has some civilization summoning Taranis, which is spawned always near my borders -then proceding to turn the world into a Frozen wasteland. It's very annoying, since the Frozen capital is also extremely well defended, making an early blitz impossible.

I realize Taranis can be turned off with a "custom game" option, but in normal games he -always- makes an appearance which, quite frankly, I cannot find any reason for: game-wise, I find it incredibly annoying (his blizzards can cripple and entire civilization, and can turn even Malakims deserts into tundra); lore-wise, it seems he is spawned after a ritual that can be completed by ANY civ, not only by those following the white hand. Does the player completing the ritual gain some bonus?

As of now, any evil/neutral civ can summon them. We will be changing it so that only WH civs may summon them, and their summoner will now receive a bonus (a few ice golems). They will also be pulled out into a module and easily removed entirely.

I believe that in 1.31 only WH civs will be able to build Liberation and that you get a few Ice Elementals (Golems?) as reward.



Ranged attacks don't cause OOS any more and I have never experience OOSs from events. The only major reason for OOSs are cityspells. (BTW, has this been fixed already?)
And the Rife launcher allows you to activate the usual maps, their just deactivated be default because they don't have all the features the "official" maps have. Also the AI can't handle some of them (read Erebus).

There are 3 major FFH mods atm, Orbis, Rife and Masters of Mana (formerly known as Wildmana). I believe Orbis' creator is focusing on its successor for Civ V but both Rife and MoM and still being actively developed.

City Spell OOS has been fixed in 1.31.
 
hi valkrionn, I've tranlated lots of labels now, usually neglecting the pedia stuff, but wenn I look into the game, i found lots of labels that are not part of any tex-files i looked into. e.g.: call of the hoard, college of technology, Camel Rider, stag blood, lion blood, creeping dead etc.

can you tell me in which files these texts appear so that I can change them. maybe there are some files in the wrong folder?
 
some of the texts don't use textkeys. they are written directly into the field where the textkey would normally go. this is true for some spells and promotions if I remember it right.

you would have to make completely new textkeys for them and enter them at the correct place.
 
  • Event OOS? As far as I know, they do not cause OOS.
  • Ranged attacks do not cause OOS anymore.
  • This one is possible; IIRC right now there is raging, or off. A weak form may be a good idea.
  • More maps can be activated at any time via the launcher (hit Manage Mapscripts); All standard maps should be contained in the inactive maps folder. They simply lack certain functions that the official maps have.
  • A limitation to traderoutes how? Not likely to happen.

And no, Wild Mana (Master of Mana) is also actively developed, as are several of the smaller mods (Naval Mod and FfH Vinegar).



As of now, any evil/neutral civ can summon them. We will be changing it so that only WH civs may summon them, and their summoner will now receive a bonus (a few ice golems). They will also be pulled out into a module and easily removed entirely.



City Spell OOS has been fixed in 1.31.

wow...good news ! will give it a try asap :cool:
 
i posted the updated text files in the art and lore thread. i have corrected some misspelled english as well, but only one or two, so nothing to worry. all units, spells and ... in fact all you see in the game (except for strategy, pedia and concepts) are translated into german now. so if you want to correct something, this would be the time. i'm not really an expert in coding, so i did'nt touch anything important, but i realized some units, spells and thing are there twice or three times. maybe there is time some day to tidy all things up. but as long as it works ... by the way, you all are doing a great, really great job. i started with FfH2, then played FF and ended up with RiFE now. I have to finish my phD thesis this month, so I will be around in february. then I will translate some more tags, help you with some boring tidying and will ask you all I need to create my own civ, if i may.

link: http://forums.civfanatics.com/showthread.php?p=10065141#post10065141

(the file is .7z, but i think you'll know this archiver, right?)
 
btw, I miss the small city radius of the giants, i think they are too powerful now, oh yeah, and i think the legion is much too powerful. as long as all become more powerful its fine, mh?
question concerning my civ, is it a bad idea to creat a fiery player-civ? as counterpart to all this icy people running around? because this is what i think about. the civ is the legacy of margas, a minor god of fire and earth, who died as he was killed by the dwarfs and elves together before the age of ice. his home (mountain) exploded and became a volcano. the derbis of the mountain turned into his people, Margas's children. they all look like evil young children, with fire in the eyes (--> "Fire Eyes" is their nickname). they subjugate and drain all the nice nature for living. they are immune to fire and use a lot of fire magic next to earth, entropy and chaos magic. therefore have to make up some spells. they hate all other living people and worship their dead god. they are updated by special rituals from default units very depending on the ressources including the usual as all the metals, but unusual as well as clam or gem. and this is just the not so special things to know about them.
 
Hey Brigit should really start with a bunch of promotions. It not only makes no sense that she doesn't, and it's not great gameplay either. You have to go to all the trouble to get a unit to lvl 15 and it's a big letdown.
 
Hey Brigit should really start with a bunch of promotions. It not only makes no sense that she doesn't, and it's not great gameplay either. You have to go to all the trouble to get a unit to lvl 15 and it's a big letdown.

She's spent an age or two stuck in a tundra behind a barrier that only warriors of amazing strength can traverse. I think it's a fair to guess that her skills might have deterioration just a bit.

A hero that can be thrown at a 0.1% odds battle with no-fear is reward enough.
 
The true issue with her is that she is way to slow. At 1 :move: she can't catch up with most armies. And the fact that she is immune to Body 1 - haste makes this even worse.

I would give her the flying promotion and flat movement cost. That should make her awesome.
 
I was thinking about clan of embers and their new unit producing ability. It seems to be eerily similar to the bannorn's production ability(multiple per turn if prouction is high enough); so what if the clan had a different kind of trait focused around the "draft" ability. Here is what I'm thinking:

draft for the horde trait civs produces no unhappiness, but also causes you to lose 3 times the pop and gain twice as many units. Additionally, overlords'(or any commander from the CoE) can enslave goblins in the same tile turning them into worker units and with warrens all noncombat units produced are doubled.(with the production bonus removed or possibly reduced?)

My thinking here is most people don't have the production outside of the capital to make that much use of the horde trait as is right now, and as orcs value hordes of units over better trained and armed unts(generally speaking) anyway, a draft focused trait would make more sense. The ai could also possibly make more sense of the trait.
 
It's actually meant to be similar to the Bannor's ability; It's a nod to the fact that they come from the same source, the AoM Bannor. Bhall's fall took the core of the Bannor capital to hell (to later escape and refound the Bannor empire), while the majority were transformed into Orcs (the Clan).

With the 'hordes of units' idea... Build the Agoge (+40% military production) and build cheap units. That's pretty much the intent. :goodjob:
 
It's actually meant to be similar to the Bannor's ability; It's a nod to the fact that they come from the same source, the AoM Bannor. Bhall's fall took the core of the Bannor capital to hell (to later escape and refound the Bannor empire), while the majority were transformed into Orcs (the Clan).

With the 'hordes of units' idea... Build the Agoge (+40% military production) and build cheap units. That's pretty much the intent. :goodjob:

So in effect Agares created new worshipper's for another angel, kind of ironic.:lol: But what I'm saying is I think encouraging drafting would fit the clan better than a build mechanic because it wouldn't require an excessive amount of hammers and tend to not be put into effect much; I had a game where my capital, with pretty much every hammer related building including steamworks, was unable to build more than one of any kind of unit throughout the game. With daft you only need pop, who would not be used very often anyways seeing the CoE isn't going for a tech vict, and it would also be reinorcing their trend of massive amounts of units. Maybe the agoge also should take away the pop requirement of 6 or greater...:D

Am I the only one who can't seem to get more then one unit out at a time, if I am I'd be more then willing to recheck this in a new game.:confused:
 
Junil had pledged to stay out of the affairs of Erebus. In the age of magic he kept this pledge. Since he was not providing miracles, he did not get a lot of worshipers, but did still have a few. Junil and Bhall were the closest of allies, so many temples of Bhall probably included shrines to Junil. I believe I recall Kael saying that Junil already had a small temple within the large temple complex at the heart of the city of Braduk, and that it was there that most of those who survived the fall uncorrupted sought refuge. The Bannor who lived through hell already greatly revered Junil before this ordeal; however, this was probably closer to the sort of reverence given to Brigit (Bhall's archangel and second in command) than the Goddess Bhall herself. Prayer to Junil were likely largely prayers that he would intercede to Bhall on their behalf. When Bhall fell and Brigit was imprisoned, Junil became their de facto chief deity. The fact that he sent his archangel Sabathiel to guide them through hell further cemented their bond to him. Since the Bannor were in hell rather than Erebus at the time this action did not violate Junil's prior oath, although it seems the god of oaths did indeed become an oath breaker later once he saw the powers of evil rising to the point that it seemed necessary for him to take action.
 
Given Junil's aspect, would you then say that Junil has Fallen, by violating such an oath? :p

Incidentally, what do you think he'd end up as if he did fall?
 
You know, now that we are talking about it it might not at all be impossible that the Bannor are in fact fallowing a fallen Junil...

But that means that one of the primarily Good religions is not so good at all...


In the Grim Darkness of Erebus, there is only war.
 
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